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Mimesis Online Developer Diary, part
13
Mimesis
Online from Polish Developer Tannhauser Gate, is a role-playing
game that transports you to a far future world where the unexpected
and mysterious waits around every corner. An unimaginable
catastrophe on a cosmic scale transformed this world, playing
havoc with the natural order of things, twisting everything,
even time itself, wiping out civilisation as we know it. Universes
died, billions upon billions of species vanished, and a new,
fragile and barely stable world was born. The beings who survived
the catastrophe have tried to rebuild their world, each in
their own way, and now live side-by-side but not truely in
peace with each other, not truely accepting each other. Nations
have emerged, almost completely isolated from each other by
nigh-on impenetrable barriers. This is the twisted world of
Mimesis Online.
On a regular basis we will feature a
developer's diary made by the Mimesis
Online development team. In this diary, Derek Handley
writes about writing and how a wiped file turned into something
even better.
Part 13. "Mastering the Game"
The English teacher in me wants to start with an introduction
of the grammar of the above title, but I shall resist the
temptation. I shall also refrain from repeating my spiel about
thirteen and luck and other superstitions - I've already done
it in the RPG Vault (IGN) series of Developer articles.
Beanworld...
So what's new here at Tannhauser Gate? Well, this week we
had another round of interviews with potential Game Masters.
The studio is going to need quite a few such people to look
after the running of the game and the implementation of missions.
Each server is going to have a 24 hour 'watcher', who will
check that everything is running smoothly, and enter the game
world as a character, if need be. Their job will also entail
coming up with missions and writing the dialogue for them.
That's one area where I don't do much actually - I name things,
I write stuff like this, and descriptions of creatures, the
history of the world, its politics and so on, and I am one
of the plotters of the major story arcs, but I won't have
much more than an editor-in-chief capacity when it comes to
the actual missions. Well, one can't do everything, can one?
Marcin Baryski is a 'missionary' (I kill me!), and my main
assistant, Ziemek Poniwierski, has come up with a lot of missions.
I just proofread what they write, and add things to make them
fit more to the world that has been created. I'm just a big,
big picture kind of guy. Maybe that comes from reading too
many Larry Marder comics during my teens.
By the way, does anyone else out there remember 'Tales of
the Beanworld'? I've always wondered what happened to that,
and who has the rights now. I never seem to get around to
doing a search to find out. If anyone does know, mail me -
I'd love to see some of that again.
...Game Masters...
As I was saying, the Game Masters will be a very important
part of the game, because, whatever way you want to take this,
they are the ones you'll be playing 'against'. We have some
GMs already working at the studio, but more are needed to
coincide with game release. So the hunt was on to find them
in time to train them in.
The interview process is a three stage one. Stage one was
standard interviews. The second round was held last week,
and it focused on their written English and their teamwork
abilities - a MMORPG Game Master can't be a loose cannon,
because after their shift ends, they have to hand over their
server and all that's in it to the next GM. Marcin and Artur
got them to work together in groups of five and come up with
new items and a mission, and they also had to do some writing
samples. The missions they came up with were actually a lot
of fun, and I can see where something I would think up would
fall short when I look at their ideas. They developed ideas
that fit to computer games, at the same time being complex
and having a few potential solutions. What was funny was that
all the ideas they had were quite dark - not quite missions
for criminals, but also not exactly on the right side of the
tracks, if you catch my drift. The third round will be sometime
this week, and then it'll be time to train 'em in.
...Fresh Blood
It's nice to have an influx of new people from time to time
- it always seems to freshen the atmosphere, and lets everyone
get a new perspective. It's sort of like the Beta Tests in
a way - someone new sees the work, and points out in which
scenes the Emperor has got no clothes on. Just as an example:
(This is taken from the description of the Corvax, a winged
creature that the Voidseers claim to recognize; the creatures
are not particularly dangerous for traveller's, as they don't
feed on large creatures...)
There are two species. M. alba (the Mountain Corvax) has smaller
wings and inhabits highlands and mountainous regions. It spends
a lot of its time in the air, riding updrafts and air currents,
staying aloft for long periods. M.sylvestris (the Forest Corvax)
is found in forested hilly areas. It often perches in trees,
where it can be difficult to spot due to its colouring.
Do you see the error in there? The answer is at the bottom
of this article, for those of you who would prefer to guess
for themselves.
Anyway, we'd grown so used to it that no-one could see the
error - until one of the GMs noticed it.
As I say, fresh faces (or as Artur would say, fresh blood
;) ) are a good, refreshing thing. The only problem will be
when it comes time to move. Again. I'm getting the feeling
that space is becoming a little thin on the ground. Still,
if we do end up moving all or part of the studio to a new
location, I'm sure it'll be a chance to discover some long-forgotten
artwork behind a filing cabinet or some such. Not quite an
artefact, but fun all the same.
Actually, there is a thing that can be a little sad when a
studio expands, when teams grow and so on. As Artur himself
said in interview, the more people you have to supervise,
the less hands on work you yourself can do. Artur is an architect
and a graphic artist, but lately he's lucky if he gets the
time to do anything connected with the visual side of the
game - he has so much administration work to do. Marcin is
in a similar boat, almost - he still creates items, and he
has a lot to do with the missions, but with a lot of things
he has to delegate. Still, that's all part of founding a studio,
and it's a sign that things are going well.
Okay, I'll love ye and leave ye, as my Grandmother used to
say. Take care, and I'll 'see' you next time.
Derek Handley
And the error is: well, in science-fiction/fantasy
terms it might not be strictly considered an error --anything's
possible, right? But it does seem kind of silly to say that
a creature that spends most of its life in the air would have
smaller wings than a creature that has to be able to make
like an Ewok on a speeder bike through between the trees of
a dense forest...
They'll take away my biology licence over this game, I just
know they will.
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